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October-November 2001
FREE
Under_score
Australian new media arts in Next Wave Down Under
part of BAM’s 2001 Next Wave Festival, New York
Introduction
Welcome to the third of RealTime's annual surveys of developments in Australian new media
art. Working the Screen provides a rare overview of exhibited works, works-in-progress,
trends and issues.
Working the Screen 2001 celebrates the Australian new media artists and works selected for the
Brooklyn Academy of Music's (BAM) Next Wave Festival. Now in its nineteenth year, Next Wave
has long had a reputation for innovative programming. This year the festival includes Next Wave
Down Under, a month-long celebration of contemporary Australian arts. The BAM website will
feature the work of nine Australian net.artists, provide links to the sites of fourteen new media
artists, two net.sound sites, an online documentary on Chunky Move dance company and audioon-demand broadcasts of works from ABC radio's The Listening Room. This online exhibition has
been titled Under_score: Net Art, Sound, and Essays from Australia (www.bam.org/underscore).
Under_score has been curated by Wayne Ashley (Organising Curator, Manager of New Media,
BAM) who has also commissioned online essays by Allen Feldman, an American cultural and
medical anthropologist, and Australian new media theorist Darren Tofts and new media
producer/curator Alessio Cavallaro.
For Working the Screen, RealTime and its film and new media supplement, OnScreen, have
commissioned two essays and selected another that focus on significant trends in new media
art, here and in the USA. New media commentators Mitchell Whitelaw and Alex Galloway
(Director of Content & Technology for the USA-based site Rhizome.org) focus on net.art, while
new media curator and writer Kathy Cleland provides an overview of the kinds of work being
created in Australia and the infrastructure fostering them.
We've also commissioned a set of critical appreciations of the nine net artists in the
Under_score online exhibition. For the other featured artists we've given accounts of the
selected works and, where possible, forthcoming works.
Next Wave Down Under has programmed, among others, Company B Belvoir's production of Tim
Wintons' Cloudstreet, Bangarra Dance Theatre, Chunky Move dance company, the David
Chesworth Ensemble and Killing the Koala: Australian Films of the 90s, a festival featuring more
than 20 films. The inclusion of new media art in a major performing arts festival is a significant
event and will doubtless expose the work of many Australian artists to a wider audience.
We congratulate BAM and Wayne Ashley, BAM's first Manager of New Media, for their timely
celebration of Australian art. The Australia Council has part funded Next Wave Down Under in
partnership with the Department of Foreign Affairs and Trade through the Australia International
Cultural Council and the Australian Film Commission. We thank the Australia Council for its
generous support for this edition of Working the Screen which will be available to Next Wave
audiences in print and online and to readers across Australia.
Virginia Baxter, Keith Gallasch
Managing Editors, RealTime
Wayne Ashley
Organizing Curator, Manager of New Media, Brooklyn Academy of Music
In July 1999 Wayne Ashley was named the first Manager of New Media at the Brooklyn
Academy of Music (BAM), hired to establish BAM's New Media Department; design, direct, and
implement Arts in Multimedia (AIM), a research, art and technology project with Bell Labs; and
begin exploring works that confront assumed ideas about performance in the context of rapidly
changing information and interactive technologies. Ashley has produced web documentaries on
choreographers David Rousséve and Ralph Lemon, and managed three collaborative projects
involving Bell Labs researchers and artists exploring robotic cameras and live performance. He is
currently directing a two-year online multidisciplinary project with Ralph Lemon. Since 1995, he
has taught digital-imaging software to designers and photographers at Ivey Seright, the largest
photo-imaging establishment in the Pacific Northwest; and in 1997 became the Program
Director of Open Studio at the Seattle Art Museum. He has a Ph.D. from New York University’s
Department of Performance Studies, and has taught at the New School's Vera List Center, New
York University, Cal Arts East, and Seattle’s Antioch University.
In developing Under_score Wayne Ashley has worked together with and received
recommendations from Australian curators, educators, media theorists, and producers: Alessio
Cavallaro, curator, Cinemedia; Leah Grycewicz, curator, dLux media arts; Kathy Cleland, curator
and President dLux media arts; Honor Harger, curator, r a d i o q u a l i a; McKenzie Wark,
lecturer and author; Amanda McDonald-Crowley, Associate Director 2002, Adelaide Festival of
Arts; Lisa Colley, Manager, New Media Arts Board, Australia Council; Robyn Ravlich, Executive
Producer, The Listening Room, Australian Broadcasting Corporation.
Online essays
BAM has commissioned two online essays in conjunction with the exhibit. Allen Feldman, an
American cultural and medical anthropologist writes from the perspective of the political
anthropology of the body, violence, and the history of self-acting instruments. Australian new
media theorist Darren Tofts and new media producer/curator Alessio Cavallaro discuss the
curated Under_score works in relationship to the Australian national art scene and how they
intersect with, draw from, contribute to, or are overwhelmed by the global emergence of net.art
and aesthetics, information technologies and computerization. www.bam.org/underscore
Working the Screen 2001, a RealTime+OnScreen feature
Produced by RealTime with the
assistance of the Australia Council,
the Federal government's arts
funding and advisory body
Editors
Design
Print
Publisher
Keith Gallasch, Kirsten Krauth, Virginia Baxter,
i2i design, Sydney
Harris Print, Burnie, Tasmania
Open City Inc. ISSN 1321-4799
Kirsten Krauth
Editor, OnScreen
Cover image: Patricia Piccinini Protein Lattice – blue portrait 1997 (detail) 80x80cm, C type print
RealTime
PO Box A2246
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www.realtimearts.net
Australia Council
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fax 612 9215 9111
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www.ozco.gov.au
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fax 612 6261 3111
www.dfat.gov.au
net.art: a polymorphous survivor
Mitchell Whitelaw
The Men Who Knew Too Much, Virtual Humanoids
Back in 1999 some internet veterans—art types included—were feeling miffed. Mainstream,
commercial culture had got hold of the internet—their internet—and was acting as if networked
culture was a concept invented by dot-com aspirants in a pitch to their venture capitalists. What
tasted like sour grapes, for a moment, turned into quiet schadenfreude as the whole thing
deflated. Having been shown that the net was no place for brash commercialism, the corporates
could now go back to their offices and leave the net in the tender care of those who knew it
best: geeks, hackers, slackers, subculturists of all varieties, and artists. That’s a caricature of
some of the sentiments of the time. Of course there’s no going back—not that there ever was a
wild and free net utopia. As well as having changed materially, the net now is a very different
idea, culturally speaking, than it was two, not to mention five years ago.
Yet the net’s main asset, its strongly decentralised structure, is unchanged, as are the sustainable
micro-economies of hosting, serving and browsing; these are the bare necessities for
independent online cultural practice, including net.art. So the space remains; the questions are,
what does it contain, how is it supported; how is it hooked up with the cultural and institutional
structures of RL (real life)? The waves of hype, greed and utopianism have subsided; the romance
of the network pioneer is unsustainable; the novelty of online art is long gone. The processes and
tools involved in making work online have stabilised, to a certain extent, in line with the wider
consolidation and industrialisation of the net. Where does Australian net.art go from here?
One simple answer is, it continues. Most of the artists represented in this collection are
experienced practitioners; many have been working the net for five years or more. The lines that
they have pursued speak to the range of contemporary practice, as well as the shifts in form
and approach which have marked out its brief history.
Image: Adam Nash
One striking thing, which may sound odd, is the number of web pages here. On the web the
page, as a technological form, is old news; the space once imagined as a hypertext—a
network of interthreaded documents—now operates more like the slick front end of a giant,
largely obscure database. The page has by no means outlived its creative usefulness though, as
much of this work shows. Part of the reason for this is that, for all its flaws, the page remains
the everyday baseline of internet experience. International net.art has been for some time
preoccupied with the formal demolition of the web page, grinding it up into component pixels
and code—see for example Jodi.org and Mark Napier’s Feed (http://feed.projects.sfmoma.org/).
Strangely ninemsn and f2 seem not to have noticed; in fact with the recent industrial
shakedown of the web, and the dominance of the doctrine of usability, its formal and stylistic
language is more rigid than ever. Cultural content, too: for better or worse, the dot-com boom
has left us with pop-ups, pop-unders, banner ads, portals and e-tailing.
All hearty fodder for satire and subversion, which seems to be a particular strength in local
work—in this collection see Ian Haig’s Web Devolution, in which American cyber-icons Wired
and the MIT Media Lab appear as members of an insane post-human apocalyptic webring.
Elsewhere there’s Van Sowerine’s Girlplay (http://www.microslut.f2s.com/), which last year
earned the honour of a threatening letter from ninemsn, and Natasha Dwyer’s Appeal
(http://www.stalled.au.nu/appeal) which trashes e-commerce with an elegant minimum of fuss.
Fellow Melbournians The Men Who Knew Too Much (http://tmwktm.axs.com.au/) produced
some disarmingly awful and extremely funny material for their 2000 Virtual Humanoids show—
like Haig they draw on the web’s massive stores of lurid, poorly-constructed scam-sites, dodgy
backyard businesses and dead homepages.
ancestry, having moved over years through a series of manifestations in print, CD-ROM, and
now online. As it happens these latest pieces work very well on the web: they’re compact and
efficient, with an elegance of means that is both technical and aesthetic. However the net itself
is never a concern of the work—here it’s just another platform, a new distribution channel for a
project which has developed over decades.
Paul Brown, Sand-lines
Pages are also bodies of text, and there’s a strong centre of activity here: Australia’s net.writers
recently dominated the Electronic Literature Organisation’s international awards. The strength of
this work is in the directness of its voice, its candour. The text is often residual, documentary
and performative, as much as concrete and composed; and in mez’s work concrete text-strings
dissipate endlessly into nested, coded eddies and inflections. Elsewhere text joins image and
sound in conjunctions which are simple in principle, but materially evocative—as in the dark,
suffocating mass of Francesca Da Rimini’s dollspace. Like mez, geniwate, and to some extent
Melinda Rackham, Da Rimini’s vocation is that of "networker", immersed in the texture of email,
chat, lists, newsgroups, MOOs and sites. Page-building is part of that same process, which is
the real subject here: the ongoing experiment of acting in and through the network. There’s
more than a trace of the old school about the idea: a lingering sense of the net as a space of
potential, a liminal, lateral zone. As the net, and especially the web, become culturally
normalised, is that investment in a life online anachronistic, or all the more necessary?
What makes this networked practice feel retro is the rise of an approach where the net is the
platform rather than the milieu—where the work somehow sits ‘on’ the net, rather than ‘in’ it.
The page here is not a work surface but a shell, a delivery medium. The browser is a ubiquitous
technical wrapper for work in any number of other forms: Flash, Shockwave, Java, streaming
audio, VRML, Quicktime and so on.
This shift is conceptual and cultural as well as formal; the three are entangled, of course. It
means different aesthetic surfaces—the anti-aliased swoosh of Flash-based interactivity has
been the most recognisable—but more importantly it reshapes net.art into something more
diverse, more polymorphous, and more closely entangled with other lines of creative practice.
Paul Brown’s online works are a good example: these generative visual surfaces have a long
Linda Wallace, Lovehotel
So in this case, generative visual art gets piped neatly onto the net; the same applies to other
pre-existing forms and practices. A parallel development has been the complete absorption of
the net into wider electonic arts practice; the norm now is for any project—installation, audio,
video, CD, performance—to have a web presence of some sort. The site is an all-purpose
resource for documentation, advertising and archiving as well as actually delivering the work, or
a version of it. The buzzword is "multiplatform"; artist and work shift media forms tactically.
While Linda Wallace’s video Lovehotel (featuring the work of Francesca Da Rimini) has spent
most of its life online, it hopped off recently to share first prize at the Palermo International Video
Art Festival (see http://www.leggera.it/html/award.htm). Any distinction between primary and
secondary material—‘the work itself’ as against its supporting ephemera—becomes
unsupportable.
Used in this form, the net has had an immensely positive influence on local creative practice.
Nowhere is this clearer than in experimental electronic audio, which has moved online through
streaming projects like l’audible (http://laudible.net) and r a d i o q u a l i a
(http://radioqualia.va.com.au), as well as through the sites of innumerable artists and labels.
International projects and collaborations flourish, and the scene’s major figures are talked up,
signed up, and released, online (I’m thinking here of Pimmon, aka Paul Gough).
But is it net.art? This question surfaced in recent discussion on US net.art hub Rhizome, after
the linear, non-interactive, Flash-based work of Young Hae Chang, Heavy Industries
(www.yhchang.com), received the Webby award in the art category—edging out works more
deeply and typically embedded in the net (see http://rhizome.org/object.rhiz?2773). There has
been a strong trend internationally towards abstract, reflexive, conceptual work, grappling with
the net as a data-space, and providing interfaces and tools for reimag(in)ing it (see for example
Lisa Jevbratt’s 1:1, http://www.c5corp.com/1to1). This is internet art in the purest and most
self-referential sense, and some of it is striking, but surely net.art’s total project must be more
than formal, and broader than the net itself. Any move for a kind of purity of the medium is
questionable, especially in a field where that medium is so polymorphous and unstable, and so
tightly coupled with the proliferating hybrids of cultural practice.
What we imagine net.art is, or can be, is of course bound up with how it operates in our cultural
experience, and that is one aspect of this field which is very closely tied to locality. Net.art in the
purest sense receives a tiny amount of support and exposure in Australia; the backing of major
cultural and research institutions is conspicuously absent. Like so much of local arts culture, the
developed practice represented here has few visible means of support, subsisting on a mixture
of public funding and personal and tertiary institutional subsidy. Paradoxically one of the other
hallmarks of local practice is its international connectivity; a relative lack of local opportunities,
and the mobility of the work, results in artists showing, and often premiering works, offshore.
What’s striking is that the work survives, and that a small but significant number of Australian
artists have created sustainable practices, and international profiles, online. This is an ongoing
experiment in how to be an artist which is, in some ways, as interesting as the art. It carries a
romance of its own, of a transnational microculture of creative practice, constellations of likeminded art geeks emailing, collaborating and festival- and conference-hopping; of course the
reality is quite different. In particular the tenacity of this practice should never be taken for
granted, or used to justify underfunding. Still, waiting for net.art’s next Great Work (has it had
one yet?), or plotting its infiltration of official, high-art culture, is perhaps less interesting than
participating in the net’s familiar, everyday achievement—wired-up cultural practice.
Mitchell Whitelaw (http://comserver.canberra.edu.au/~mitchellw/) is a writer, artist and researcher
with a focus on digital cultural practice. In 2000 he completed a doctorate looking at artificial life in new
media art. He currently lectures in new media production at the University of Canberra. Recent creative
work includes else, part of the Fällt invalidObject series (http://www.fallt.com), and sound for Melinda
Rackham's VRML work Empyrean (http://www.subtle.net/empyrean/).
Conversions: a phase shift in net.art
Alex Galloway
Net.art is about conversions. Why conversions? Perhaps because net.art needs data like
paintings need pigment, and converting data from one form to another gives net artists the
basic materials they need for artmaking. The conversions stem also from our fascination with
transformation, a type of digital alchemy where the use of an intermediary substrate (ones and
zeros) lets artists convert IP addresses to colours, video to ASCII text, HTML to animation, and so
on. In recent months net.art has become more and more focused on this "phase shift" process
whereby one data mode is translated into another. Let's have a look.
A member of the ASCII Art Ensemble, Vuk Cosic has focused on converting various media formats
into the dots and slashes of the ASCII character set (http://mail.ljudmila.org/~vuk/). His ASCII
History of Moving Images is a video-to-ASCII converter that transforms clips from films such as
Hitchcock's Psycho and Antonioni's Blow Up into full motion green-tinted text. In Instant ASCII
Camera, which premiered at the Dutch Next 5 Minutes 3 festival in 1999, the ASCII Art Ensemble
created a small machine to take passport-style photographs of passers-by. But instead of printing
a photo, the machine returned a small scrap of paper imprinted with the user's ASCII portrait. In a
more absurd piece titled ASCII Art for the Blind, Cosic uses a text-to-speech converter to read
aloud the text characters in ASCII images, with the ostensible goal of making ASCII images
audible to blind art-goers. The result is a monotone recitation of garbled punctuation marks as a
computerized voice phonetically reads ASCII images left to right, as if the images were words. The
focus here is precisely the concept of conversion itself—there is little in the way of narrative,
form, or other traditionally aesthetic qualities.
A variety of current projects also rely on data conversion. The new Rhizome logo, designed by
Markus Weisbeck and Frank Hausschild (www.surface.de), is a conversion piece that translates IP
addresses into a dynamic visual icon. A very literal conversion happens in Time As Color, an
elegant net.art piece from Christopher Otto (http://rhizome.org/object.rhiz?2144), that converts
seconds, minutes and hours into RGB colour values. Andy Deck's Bardcode (http://rhizome.org/
object.rhiz?2230) does something similar. It translates works of literature into visual symbols.
Vinyl Video (www.vinylvideo.com/) makes art out of the conversion between the video and vinyl
record format.
The art of conversion figures also in the curatorial philosophy behind the recent exhibition
BitStreams (www.whitney.org/bitstreams) at the Whitney Museum in New York. For, the story goes,
since much new art practice hinges on the intervention of digital technologies at crucial steps in
the production process (such as when a photograph is touched-up using Photoshop), the digital
world as a whole has infected artmaking through a forced conversion to ones and zeros, at some
basic if invisible level.
BitStreams was not strictly a new media art show. There was video, there was photography, there
was sculpture and painting and installation. A few computers are tolerated here and there for
variety's sake. In particular, work from Leah Gilliam, John Klima and John Simon stood out. The
Whitney should be applauded for showcasing digital art, but this exhibition proves once and for all
that Photoshop does not new media art make. BitStreams falls short in that respect. It's too
hesitant, too technophobic. Consider for example Warren Neidich's banal photograph Remapping
2, Sally Elesby's silly doodles, or Robert Lazzarini's sculptures of skulls—where's the bit stream?
To be sure, several "old" media artworks stand out in this show. Jason Salavon's The Top
Grossing Film of All Time, 1 x 1 is captivating. The piece takes the entire film reel from the top
grossing film of all time (whatever that may be) and re-samples it such that each frame from the
film becomes a single pixel on the canvas. Stripes of colour appear left to right as the film's
scenes play themselves out in miniature.
Another sleeper is Jim Campbell. In two fascinating artworks, Campbell uses low resolution LED
screens to explore the thresholds of our sensory perception. Instead of trying to make
technology invisible (which ultimately may be BitStreams's biggest crime), Campbell looks to the
liminal point between clarity and confusion—that point of "flicker fusion" where our eyes grab
legible images out of pure static. Writer Marina Grzinic has identified this phenomenon in a
recent essay where she notes that "delays in transmission-time, busy signals from service
providers, [and] crashing web browsers" are not simply the undesirable side-effects of
technology, but are the very aesthetic of that technology. Campbell understands this, while many
others in the exhibition do not.
Running in parallel at the Whitney was a much smaller exhibition called Data Dynamics
(www.whitney.org/datadynamics). While not all the pieces require the web to function, this is
essentially a net.art show, and an exciting one. Curator Christiane Paul (formerly of the
pioneering but now defunct tech art magazine Intelligent Agent) met an interesting challenge:
how to stage a net.art show using Americans when net.art has historically been very nonAmerican. Thus, the art stars of Europe are decidedly not in this show—people like Jodi,
Knowbotic Research or Etoy—such is the personality of the Whitney. Instead Paul picked from the
New York net.art scene, hanging recent work from Mark Napier, Maciej Wisniewski and others.
Perhaps the most successful piece is The Apartment, an artwork by Marek Walczak and Martin
Wattenberg that hinges on a conversion between words and spaces (www.turbulence.org/Works/
apartment/). First, the user types sentences on the keyboard. Next, each word is converted into
a room in an imaginary apartment building. An invisible dictionary performs the translations.
Words like "you" and "love" become the bedroom, while "book" or "sentence" become the
library. The semantic connections between words and spaces were arrived at by the artists
themselves, who created a mini-dictionary of the couple hundred most common terms they
were likely to encounter. Finally, the artwork renders the imaginary apartment in 3D, creating a
warped domestic space wallpapered with a collage of images.
Three thousand miles away, in the San Francisco Museum of Modern Art's recent exhibition
010101 (http://010101.sfmoma.org), a new work from Entropy8zuper! titled Eden.Garden 1.0
(http://eden.garden1.0.projects.sfmoma.org/) is also based on a fundamental conversion. A
three-dimensional landscape appears on the screen. At the same moment an HTML page is
fetched and parsed word by word for its component mark-up tags. Using a special reference
chart created by the artists, the HTML tags are converted into animals, plants and other objects
within the virtual landscape. For example, line and paragraph breaks appear as bushes and
flowers, while images become butterflies, and fonts become small bunnies. Using the
Eden.Garden, the user can quite literally "visit" a webpage—walk around inside of it, seeing
what it might look like converted into a virtual space.
Mark Napier's Feed (http://feed.projects.sfmoma.org/) does something similar. Webpages are
fetched via the internet and converted into various charts and graphs. As the artist writes, "Feed
reads HTML and images, reducing web pages to a stream of text and pixels. That stream is fed
to nine displays that chart, graph, and plot the data." Where Entropy8zuper's conversion is lush
and organic, Napier's is statistical and analytic. The qualities of pure data are brought to the
fore, unbuffered and indifferent in this cold interface.
This essay first appeared at Rhizome.org.
Alex Galloway is Director of Content & Technology for the USA-based Rhizome.org (http://rhizome.org),
a leading online platform for new media art. Alex is currently working on a web-based artwork called
Carnivore—after the FBI software of the same name—that uses packet-sniffing technologies to create
vivid depictions of raw data.
net.art
The net.art works selected by
Wayne Ashley and his
Australian advisors largely
focus on the body. This is not
surprising given the theoretical
and artistic preoccupation,
obsession even, with the body
over the last two decades, let
alone a peculiarly Australian
commitment to the body in
sport, dance and contemporary
performance. What does
surprise are the myriad bodies
that have evolved in this period,
destroying any monolithic
notion of corporeality, and
revealing artists, as ever, to be
astonishing fantasists. What's
more, given the interactive
actualities of more and more
online work, artists increasingly
implicate us in their art,
drawing us as interactors
deeper into a bracing
phenomenological loop.
Francesca Da Rimini
GashGirl
http://sysx.org/gashgirl/
The ‘body in cyberspace’ is such a freakin’ annoying creature. Sure, it’s infused with enough
cultural theory to burst a blood vessel and juiced up on more than enough digital tech to blow,
well, itself up. But why is it only ever one gender? How does it never age? Why is it always a
pristine modernist dream about the triumph of pure information over messy materiality? The
work of Francesca Da Rimini is a sustained and fiery response to these questions: "fingering my
suppurating holes, extending my oozing boundary." This site collects a number of Da Rimini’s
confronting net projects, collaborative visual explorations, erotic hypertextual correspondences
and web activisms from over the last ten years. los dias y las noches del muertos (the days and
nights of the dead), for example, is a stark conflation of hyped globalisation rhetoric and the
pained and warring bodies of WTO demonstrators. The flight from history—intimately
connected with modernity’s dream of escaping the demands of the fleshly body—is a persistent
concern of Da Rimini’s art. In particular, the "dossier about violations of civil and human rights"
at Genoa 2001 is an eloquent reminder that global economic discourse is manifestly an
embodied and historical encounter. Da Rimini’s work is disquieting and resolutely not quiet or
quiescent: "wars are made by men who fuck their daughters" proclaims the blood red text of
Smear of Roses. In this collaboration with Ricardo Dominguez and Michael Grimm, ‘doll yoko’
operates as a kind of cipher where images of socio-political control mesh with lyrical
speculations about gender resistance.
Da Rimini’s avatars are well known facets of her net.art: "I am my own freak show. My devoted
puppets do my bidding." Yet neither are these doppelgangers passive or acquiescent tools of their
master. Tracking though this site you can watch the "cyberbitch" GashGirl fighting with newer
incarnations such as doll yoko for ideological and electronic space. As Da Rimimi puts it: "I like
doll a lot, she's cool, and to me makes gash look very late 80s. Playing with the construct of
cyberbitch from hell was fun, but there's a limit to how many times one can snarl 'suck my code'
without yawning." Starring in a number of the narratives, doll yoko is sometimes an epistolary
partner in an exchange of techno-porn emails while at other moments she becomes a series of
beautiful ‘doll like’ images of Japanese gender struggle: "doll yoko was born in a deep muddy
pond in the mountains of Kyoto where women used to drown their infant daughters—so she is
coded with a particular sadness and multiplicity of identities/voices which were silenced too
young…She's a ghostgirl with a deep doll hunger for the impossible." Corporeal demands of
hunger and desire run like fault lines though these works. From LambdaMOO transcripts and VNS
Matrix manifestos to dangerously eroticised photographs complete with haunting soundtracks,
Francesca Da Rimini presents a technologised, cyberfeminised and poetic body of work.
Esther Milne
GashGirl | dollyoko | LiQuiD_Nation | has worked with new media
since 1984 as arts manager, film/video maker, curator, corporate
geisha girl, cyberfeminist, puppet mistress and ghost. During the
1990s she investigated the anarchic potential of negotiated
email relationships, virtual communities and new narrative
architectures, reverse engineering her experiences into multiple
immaterialities, poems and personas.
dollspace / smear of roses has been presented live in lecture
and festival events in the UK, Russia, Rome, Zurich, New York,
Boston and Australia. dollspace (1998) was featured at
FOLDBACK in the 1998 Adelaide Festival of Arts, exhibited at
trAce International Online Writing Community (UK), Aleph (Spain)
and The Critical Eye (USA). dollspace and soundtrack for an
empty dollspace (composed by Michael Grimm) were awarded
equal first prize at Arts-Edge (Art Gallery of WA, April 1998), a
special prize at the COMTECart 98 Media Art Competition in
Dresden. dollspace was acquired by the University of
Westminster. los dias y las noches del muertos (1999) has been
featured in festivals and exhibitions in Europe, USA and Australia
and has been nominated for a B(if)tek WINK Award, Melbourne,
Australia, 2001. dollyoko@thing.net
geniwate
rice
www.idaspoetics.com.au/rice/riceheading.html
The irreconcilable jumble of effects that Vietnam has on an un-tourist
traveller—exhilarating, bewitching, disorienting, often gut-punch
visceral—is dramatised in rice (1997) in compact and carefully
unsentimentalised poetry.
A random collection of memorabilia detritus, from chewing-gum
wrapper to beer coaster, has been spread out onscreen like
anecdotal props on a hotel bar: prompts for stories, proof of almostmade connections, alibis for confessions. There’s no attempt at
authority, no neat overview or pre-fab responses. It’s not an identikit
profile ("my Vietnam"), more a hawker’s set of fractured cubist
Polaroid postcards, sardonic and reflexive, self-accusatory and
bruised, framed by a traumatic but exploitable history in which there
are corners of inescapable complicity.
There’s no pretence to some easy, spurious flowchart structure,
which would have been disturbingly untrue to the experience, just a
cumulative series of sidetracking vectors out from the main collection
of cluttered artefacts and back again. There are moments of hard
tight imagist focus—"At dawn a sampan splits the silence / on the
Mekong River"—that open out into surreal episodes (target practice
with AK-47s at the military museum anyone?), miniaturised
psychological and ethical morality tales, propaganda snapshots (oh
look: a poem from Ho Chi Minh), brittle platitudes, anti-romantic
epiphanies ("the going rate for a smile is two American dollars"),
discomfiting burlesques on the Lonely Planet mentality ("Right then,
how much?") and an intricately interlocking series of tight meditations
on alienation, stereotyping, culture shock and authenticity (from many
more angles than the predictable)..."The hawkers are selling dogtags for two bucks each. We don’t reckon they’re real." That
unwillingly-paranoid sense of permanent mistranslation, of not
knowing how much you’ll never know—and owning up to it—is
John Tonkin
Meniscus
www.johnt.org/meniscus
Prototype for a Universal Ideology
www.johnt.org/prototype
John Tonkin's artistic practice tests science, subjectivity and
technoculture, poking fun at some persistent ideas about
determinism, reductivism and empiricism. Since 1992, he has
appropriated specific scientific histories for a body of work exploring
enlightenment sciences, delving into Eugenics and the Human
Genome Project as the means for exploring identity and the
corporeal. In her catalogue essay "Disreputable Science", Elizabeth
Wilson describes the works as reflecting on and exploiting the
"generativity of the phenotypical body…Tonkin establishes an
interchange with Eugenics…that is focused on the inventive
contingencies of biological matter." The body is readable and
malleable and, in each of the works, Tonkin has inscribed a particular
corporeal site with emotional and personality traits.
Meniscus (1995-2000) comprises 3 works. In Elective
Physiognomies and Personal Eugenics, the head and face are the
locus for social mappings, and in Elective Masculinities body shape
is contorted. Tonkin tests the assumption that physicality generates
character and, in the process, cartoonish portraits of character
result. Within installation-based interactives, the mutable
possibilities of human desire make it possible to become (or evolve
into) anyone or anything else. Simple, fast and usable interfaces
belie the parodic complexities of Tonkin's works. Jacqueline Millner
has observed that "liquid identity is the ultimate promise of the
internet…Create an avatar which allows you to re-territorialise, to
see the world, and be seen, through a radically altered
perspective."
Prototype for a Universal Ideology (2000-2001) tinkers with our
desires in a different way. Users input their 'universal theory' in spoken
word which is stored as 'raw material' for subsequent users to 'breed'
new theories. According to John Tonkin, the process is analogous to
the genetic recombination of DNA. "The audio waveforms are broken
down into fragments and rearranged with the phrases of other users.
Users can breed different statements together and decide which new
recombinant theories survive and, consequently, how they develop
collaboratively over time to form a gene pool of ideas."
During his recent two year Australia Council New Media Arts
Fellowship, Tonkin commenced work on A Grand Unified Theory of
Self, focusing on the collection and correlation of 'data.' Again driven
by user interaction, this work will let users correlate behaviours (eg
how much coffee one drinks) with global activities such as share
performance on the stock market. Engaging Chaos Theory, to a
degree, individuals will monitor how their actions and habits are
impacting on the world. Like Prototype, this work emphasises the
individual—as centre of one's universe—in a strange twist on notions
of New Age selfhood.
John Tonkin's fascination with the data derived from his interactives
has a quality similar to obsessive collecting. Gathering body types,
cranio-facial attributes and ideas provided by the users of each
work, he stores, correlates and mutates that data in a virtual
archive. The works operate as a kind of surveillance gleaning and
mediating the mores of our time. They mirror society—we see
ourselves reflected to the nth degree, distorted beyond recognition
in the image of our own desires. Like science, Tonkin's work
generates its own truths.
Linda Carroli
John Tonkin began programming and making computer animation in
1985 after studying biological science. His current works involve
building frameworks/tools/toys in which the artwork is formed
through the accumulated interactions of its users. These exist both
on the web and as occasional installations. Most recently, his work
has toured Australia as part of Cyber Cultures - Posthuman Bodies
(2000-2001) and appeared in the National Portrait Gallery,
Canberra, Queensland Art Gallery and Artspace, Sydney. Winner
2nd prize National Digital Art Award, IMA, Brisbane.
john.tonkin@bigpond.com
unnervingly captured throughout, with none of the easy slides into
moralism, comfortable irony or the hypocritical hierarchies into which
Western travellers escape ("He’s a package-tour exploiter, you’re a
tourist, but I’m getting the real Vietnam” or “Yeah, but hey, wait till you
hear MY Hanoi horror story").
The multiplying perspectives are rendered in an apt diversity of
multimedia techniques: pseudo-kitsch flipbook animations, abruptlydistended panoramic vistas, hyper-cute interactive Shockwave, and a
startlingly effective, often affecting, use of soundtrack elements, from
the raw writer’s voice through to Viet-pop, travel-doco-style ambient
mixes to Nixon speechifying. They’re never allowed to overwhelm the
narrative and there’s no sense at any point of gratuitous web
technophilia driving the design or loose formatting forcing the text into
too-explicit caricature or banal symbolism. Every new section, like each
new city or situation encountered (oops, we’re in Nha Trang now:
beach, photo-overkill, satire, nausea, allegory), is dislocating at first,
asking you to find your way around, to rethink and reorient. The
nuancing in voice and tone that this allows is unusually successful.
The rhythms of the reading experience solicit immersion, then shift or
shuffle or shock you into questions and because of—rather than
despite—the reflexive, multiple approaches and detours, it builds to
a complexly satisfying but compact performance.
Dean Kiley
geniwate entered new media art via performance poetry. Her work for
CD, Nepabunna, explores the mythology of technoculture with
reference to Aboriginal mythic paradigms. She is currently working on
collaborations with Dane and Mark Amerika. Her work-in-progress, 6
Calabi-Yau poems, addresses epistemological and psychological
questions as they might be revealed in contemporary theoretical
physics. rice has appeared in web-based exhibitions in South Korea
and Brazil and has been featured on the trAce website, UK. Cowinner of the 1998 trAce-Alt-x International Hypertext Competition.
Gary Zebington
Fossil
http://murlin.va.com.au/eyespace/fossil/index.html
"Do words preserve appearances?" could be a central question
for all writers, particularly those who spend time reporting on the
visual arts. With so much work from the past 30 years concerned
with the gestural, the ephemeral—processes of production, of
meaning-making—surviving only in words, it could become the
epithet of a generation, pre- and post- net.art.
Gary Zebington’s living Fossil (2001) weaves in a shimmering
dance on the face of the monitor, before an alternating backdrop
of old photos of Times Square and the Place de la Concorde, the
sound of a rushing crescendo and then diminuendo as the mirrorimage spectre triggers associations …this is the ground plan.
The introductory text raises the opening question and discusses
the inkblot test (Rorschach) and feedback loops. Apparently, as
we interpret the blots—or allow our sub-conscious to do so—and
key-in the word association, a database of previously keyed
words is consulted: "Your perceptions will be displayed and
measured if they match the preserved ones."
A semi-circle begins to appear to one side of Fossil, displaying
your ‘score’ and the movement begins to slow its recursive
waverings. The more you are a part of the tribe, it seems, the
slower the dance until petrifaction is reached. I never attained that
state with Fossil but was left reflecting upon Herr Hermann
Rorschach's 10 inkblots from 1921 when he delivered them to the
world in the monograph "Psychodiagnostik." Just in the nick of
time—he died the following year at the age of 37.
Ian Haig
Web Devolution
http://media-arts.rmit.edu.au/NewHuman/ok.html
"Upgrade the species!" belts out as a gross pink mosaic as I deliberate whether to go for
a "complete body transfer", upload to "the evolutionary kingdom level 1", or link to "zombie
media." This is ugly, irritating and frustrating. The Digital Truth Generator spews out more
of the same crazy technobabble and Wired, Visa, Yahoo and The Heavens Gate Cult hustle
deals along with a string of other digital marketeers, all snapping for your attention. MIT
Media Lab is promising a Negroponte Master Race, and Stelarc’s obsolete body is primed
for digital supremacy as the Net Wizard obliterates the world of old media. You’ll need a
password, but don’t worry about it—some geek’s hacked the site. It’s cool and interactive.
You’re in what Philip Brophy encountered as "the colon of digital Babylon" (RealTime 29).
Why try and escape it? That link will get you nowhere.
The strength of Ian Haig’s Web Devolution (1998) lies in its invitation, insistence even, to reencounter the counter-site of offline worlds. The only trouble is they mightn’t be too
different. Forget the idea that the web is some sort of autonomous zone. It’s more viral than
that. Trash culture, digital Darwinism, crank evangelists and remediated sci-fi constitutes
the dialectical antagonism between online technologies and a media archaeology of the
present. And Haig perspicaciously articulates this relationship as the necessary condition
of encounters with the web. This tension is one that the smooth dumbness of much
discourse and design practice in new media art and IT seeks to obviate. With Web
Devolution we encounter the persistence of schlock found in crappy cartoons and nasty
sales pitches, and experience an aggravating banality reminiscent of channel surfing on
cable TV. In so doing, we are reminded of the prehistory of the web.
His heritage, and its influence, has lasted. There are many other
websites related to his proposals (eg www.rorschach.org/).
"Psychologists and psychiatrists in Europe and elsewhere soon
saw the inkblot test as a useful tool. Using it they could explore
the fantasy life of their patient without direct questioning, thus
reducing the time for psychoanalysis." There are many warnings
that only qualified members of the profession can usefully interpret
responses to the 10 cards.
In Fossil the digital graphics image of the inkblot is ingenious, split
perfectly down the middle, though less of a blot and more like
‘finished art’ graphics, with a neat line separating the rendered
gradations of the interior from the background photo. If the inkblot
doesn't work for you, a bit of gameplay with the database is also
on offer, as you are given the word clues with which to work,
having hit the first match.
As successive matches are made and blotches superimposed to
the left of the mirror image, the Fossil slows its floating dance—
fossilising it, I suppose. Maybe this part is the inkblot that
alleviates the guilt and psychosis? Or are we left, at the end of the
visit, with only the words that preserve the appearances of our
encounter?
Mike Leggett
Gary Zebington converted from painting to digital media and
posthuman theatre in 1990. His graphics and software have
appeared inter/nationally in CD-ROMs, interactive installations,
websites and cyborg performances. Solo and collaborative works
include Metabody, Repossessed, Termite, Unstill Life, Bodyssey,
Pin Cushion, Fractal Flesh, Ping Body, Parasite and Stelarc's
Movatar. Fossil has been exhibited in Ctheory, Tech Flesh;
dLux media arts's d>art 01; New Zealand Film Archive;
Machine Hunger's ::contagion::, and Medi@terra Festival.
garu@eye.usyd.edu.au
Amidst all this is the persistence of the body and the still dominant assumption that with
new media technologies comes the possibility of posthuman futures, or what Ian Haig
prefers to interrogate as the ‘transhuman’ condition. In placing an emphasis on the figure
of the transhuman, Web Devolution foregrounds the mutant or monstrous aspects of
evolutionary discourses, otherwise refused in much work in new media, particularly in
high-end VR and AI offline production.
Web Devolution contests the pernicious delirium of technotopianism, which seeks to
advance posthuman or cyborgian entities flitting about in digital edenic futures. Haig
recognises the figurative role that modern media culture has played in constituting our
understanding of what it is to be human. And it ain’t always pretty. Web Devolution can be
considered as a necrophilic rhapsody on the logic of technological convergence, assaulting
us with iterations of both the technics of the net—testing what it can do—and what it is to
be human, when subjectivity is constituted as an aggregate of mediated relations.
Ned Rossiter
Ian Haig’s work explores the perverse relationships of the human body and technology,
following the trajectory of human devolution and mutation. He has worked across the
media of sound, video, film, web, animation and installation. His work has been seen in
galleries, video festivals, adult cinema video booths, and on cable TV and the internet. Web
Devolution has toured in Australia and appeared in exhibitions in Brazil, USA and Japan.
i.haig@rmit.edu.au
Paul Brown
Time Based Art
www.paul-brown.com
Art and Tech. The web. Sometimes it's good, sometimes it's info incommunicado, Photoshop frenzy, the cut
and paste marathon. But www.paul-brown.com. How clear can you get? Log on straight to the front page:
text, index, take it all in at a glance. Missing some colour receptors? Don’t worry about it—Paul Brown caters
for the colour blind. How’s the visual acuity? Oh well, upscale those fonts. Paul’s site is a model for
communication over the web. Fast, simple, you get what you see, you go where you click.
So what’s in it for the tech-art punter? There are some essays, some demo images and a few dynamic works.
The essays give us Brown’s astute and uncluttered musings on his working practices and aesthetic, as well
as some general ArtCrit. In "Stepping stones in the mist", Brown’s most recent description of his work and
practice, he writes, "I only really know where I am at this moment or, perhaps, where I have just been." Finitestate consciousness.
And so it is with his time-based work, where cellular automata generate the dynamics from simple rules that
are local in both space and time—and not in machine time. The black and white wedges in Brown’s Where’s
the Red Wedge? (2000) move in human time with a collective personality that belies state changes and clock
rates; they’re checking something out, having a look about, pausing for breath. In chromos (2000), tubular
lines hook up, touch base, shake hands and move on in a calligraphic dance. The elements are simple; the
tiling modules organise space, and the line segments dynamically articulate the tiles. But the effect is not
simple. There’s a pattern there somewhere. It isn’t noise, but it isn’t simple repetition either. Likewise for
Sand-lines (2000): thin white lines, novel pathways across gritty pixels. Sometimes it seems like just one line
curled back on itself in a smooth tangle, at other times the system seems to generate a series of independent
loops and loose knots.
Brown’s use of cellular automata—a technique that stretches back at least 30 years—challenges the
computing industry’s philosophy of the perpetual revolutionary product update. But whilst the computing
technique might be old, Brown goes simple and subtle with graphics, process and execution. The cellular
automata provide the dynamics which in turn drive recombinant calligraphy, figure-ground relations, aesthetic
choices. This is Art, not a maths visualisation demo.
The website though is just a taster for the time-based works. The small animations are segments of
realisations at larger and longer scales. And as we can’t get the look and feel of ink-on-paper over the web,
we can’t see Paul Brown’s prints fully either: we can only view them as jpegs. His prints explore variations in
tiling-the-plane: angles, blobs and boundary conditions. And the boundaries wrap around so they tile
continuously onto a larger surface. Like a PC desktop.
And when you’ve got your Paul Brown wallpaper, what about the outside world? In Idoru, William Gibson
writes about buildings where the surface is dynamically articulated. Trouble is the changing surfaces make
some a little queasy. I know a guy who can fix that.
Greg Hooper
As artist and writer Paul Brown has been specialising in art and technology for 30 years. He began using the
internet in 1984 and from 1992 to 1999 edited fineArt forum, one of the internet's longest established art
zines. He returned to Australia in 1994 after a two-year appointment as Professor of Art and Technology at
Mississippi State University to head Griffith University's Multimedia Unit. In 1996 he was the founding Adjunct
Professor of Communication Design at QUT (Queensland University of Technology) where he has since
taught part-time. His computer generated artwork has been exhibited internationally. He is currently a New
Media Arts Fellow of the Australia Council and spent 2000 as artist-in-residence at the Centre for
Computational Neuroscience and Robotics and School of Cognitive and Computing Sciences at the
University of Sussex in Brighton, England.
Jason Sweeney
The Last to See Them Alive
http://pleasurecraft.va.com.au/last_alive
Jason Sweeney interrogates lust, death, lurking and webcam violence in The
Last to See Them Alive (1999-2001), an interplay of audio, text, beefcake and
RealVideo that rails against truth and authenticity with a queer aesthetic. As we
investigate the disappearance of two boys, we're repeatedly frustrated in our
attempts to navigate and search for clues. As we scroll, the text and images
evade, always a step ahead.
A black and white mosaic of a young man's body, naked. Another man sitting,
pensive, frightened. Pixelated images that slice through the screen, men opened
up to observation, manipulation—"he was the perfect lover"—grotesquely
eroticised, digitally Baconesque. The images get more distressed as the text
gets more distressing: "he has found blood on his dress." White noise erupts, a
garbled voice like Stephen Hawking on Prozac, high pitched feedback, sounds
of a morgue. Rollover popup boxes—is there anything more arousing—accuse,
seduce and crucify: "you never told the truth"; "you were always under threat";
"were you always this hungry?" Three vertical frames cut our attention and try to
divert us, leading to a conversation between a criminologist and a trainee
detective.
A turned-on trainer describes the death scene to her eager-eared trainee while
watching a video of two boys writhing and covered in blood. Her tracings of
methodology are a nifty mechanism of narrative manipulation, guiding us to
question our own perverted motivations. For Jason Sweeney's characters are
an adjunct to his own lurking on the web: there were "parallels with my own
queer reading of 'investigation', and the time I was spending meeting guys in
gay webcam rooms (I didn't have a webcam, I was a 'lurker', an amateur
detective in my own bedroom) viewing intimate scenes of men behind their
computers, totally sexualised or body-doubled."
A webcam aesthetic is the site's fuzzied focus. A boy's body is enlarged—
eyecandy. We are poised to click, rub over a nipple, a shoulder, a "slot machine
body." Put your money in and watch him perform. He's there for the taking.
Murder becomes eroticised as we caress the bodies of beautiful men with our
eyes/mouse. The flashing photo/montage catches men at the moment just
before death, snuffed. Pieces of bodies coming together and sliced through and
cut fast and faster and spliced into and off. Images Sweeney gleaned from
webcam streams: "these men that seemed to be 'connected' for a brief,
staggered/stuttered period of time would then be frozen images on my
screen…I became the last viewer to see these bodies as moving, sexual…then
disconnected, dead…gathering snapshots of moments of mid-orgasm or
playing up to the camera…the modem stole that moment."
Sweeney's concepts are oblique and condensed. He sexualises the screen image and
embraces us with audio, building a site from the raw materials he's collected in the
"fluid, glitchy and imperfect space" of the web. The Last to See Them Alive draws on
a "fascination with the whole 'viewing room' (like pieces of live evidence or, in some
cases, prerecorded porn) and the performative nature of webcam video transmission."
Sweeney hopes to develop this web idea into a performance work "with a space full
of microphones, webcams, private jerk-off booths."
Kirsten Krauth
Jason Sweeney is a musician/sound designer, netivist/radio pirate and
performance maker. His music is internationally released under various guises:
Prettyboycrossover, Other People's Children, Simpatico and more. He is
currently creative collaborator and assistant director with Doppio Para//elo on
their 2002 Adelaide Festival performance/installation. The Last to See Them
Alive was presented at Banff Centre for the Arts, Canada, 1999. Jason was
runner up in Arts SA New Media/Electronic Writing Award, 1999.
Melinda Rackham
carrier
www.subtle.net/carrier
empyrean
www.subtle.net/empyrean
Like many artists engaging with new media, Melinda Rackham is
preoccupied with the fate of the organic body. Having worked
online since 1995, her major works have focused on the links
between embodiment, information and mortality—combining
political and spiritual resonances.
carrier (1999) stems from Rackham’s own experiences of living
with the Hepatitis C virus. However, carrier offers something more
radical than medical account or personal narrative. As an
interactive web-based work, carrier explores the intimate world of
our own bodies and the microbiological beings that inhabit them—
"viral symbiosis in the biological and virtual domains." Navigating
carrier involves implicating yourself in the world of the work. You
enter your name and the work talks to you and asks you questions.
You then have to decide whether to take on the infection and live
with the consequences. carrier uses the Java agent "sHe" as a viral
provocateur to guide you through the site and to links containing
information about Hepatitis C, and is therefore like a cross between
an informational medical site and an expressive artwork. Here, viral
infection is a positive, even erotic, biological merging with the flesh,
with the virus presented as an intelligent agent, rather than taking
the classic defensive medical response of the detached,
reactionary body. Evocative imagery and soundscapes push the
web browser’s capacities as far as possible, while the work’s
message boards also utilise the community-building properties of
the internet. carrier provides an intimate experience to an
"infectious agent", which is uniquely determined by our singular
responses.
empyrean (2000) is an equally experiential work, featuring a
unique online environment constructed entirely in Virtual Reality
Modelling Language (VRML). This atmospheric browser interface
to an open 3D landscape of images and sounds was once
anticipated as becoming a commonplace on the web, but it
remains a fragile, novelty experience (for Mac users, the fact that
some computers may crash at any moment ultimately becomes
part of the experience). The user-participant can move through
the scenes and constantly change viewpoints. Embracing the
notion of the visible heavens suggested by the title, Melinda
Rackham describes empyrean as a "parallel universe…beyond
space and time—the void where all things are possible, the realm
of the spirit, embracing the folds of the soul, a soft world of gaps
and intervals, fluidly traced and transversed by in-tensions,
relations, attractions and transitions between energetic avatars."
Dispensing with the familiar "markers" that guide people in the real
world, such as walls, signs and the horizon, the world of
empyrean allows multiple online users to inhabit and interact in the
"newness" of electronically constructed spaces—which the artist
calls "soft scapes". The experience is otherworldly, a sensory
journey in which we encounter elements of the microscopic (cells)
and the macroscopic (stars). This world is made up of fluidly
curved spaces as well as floating lines and texts that appear as
fragmented blocks of meaning. In this sense, empyrean is at once
a metaphor for human interaction within global communications
networks, a subtle critique of disembodied fantasies of virtuality,
and perhaps betrays a utopian longing for connection and
genuine sociality.
Daniel Palmer
Melinda Rackham is a net.artist and writer working online since
the mid 1990s. Her widely exhibited web environments address
the nature and construction of virtual space, the technological and
psychological aspects of online identity, locality, sexuality and
community, as well as viral symbiosis and trans-species relations.
She is currently completing a PhD in Virtual Media.
carrier has been featured in festivals and online and gallery
exhibitions in Austria, Switzerland, France, Canada, South Africa,
Brazil, USA, UK, Spain, Germany and Australia. Winner Faulding
Award for Multimedia, Telstra Adelaide Festival 2000, Australia;
2nd Prize National Digital Art Awards 1999, IMA, Brisbane,
Australia; and Honourable Mention Art on the Net 2000, Machida
City Museum, Tokyo, Japan. empyrean has also been exhibited
internationally and was winner of the Sound-Space Award for
Virtual Worlds in SoundSpace, Stuttgarter Filmwinter 2001,
Stuttgart, Germany. melinda@subtle.net
mez
_the data][h!][bleeding texts_
What is called 'art' or 'artistic practice' means first and foremost the
enacting of an experimental material. Before being a matter of
aesthetic judgement, of beauty, of the sublime or even just of form
and sensitivity, it is a matter of experiencing: art articulates
experiencing. We must allow it to articulate us, which also always
involves disarticulation. We should remain flexible, even brittle: sense
and truth should not be already in our speech.
Jean-Luc Nancy, "Experiencing Soun-gui"
www.usc.edu/dept/comp-lit/tympanum/3/nancy.html
_thedata][h!][bleeding texts_ act as a www archive of mez’s (maryanne breeze) networked writing practice. ".these t.ex][e][ts r remnants
from email performances d-voted to the dispersal of writing that has
been n.spired and mutated according 2 the dynamics of an active
network." In a wounded sort of way, perhaps like a scar, the website
takes pleasure in bad design (lots of flashing, busy things) and
sometimes cheesy text ("a challenge wrapped in velvet visuals").
_mezangelle_ ("polysemic language system") acts amongst the social
and directly political realms of traffic between those of us engaged in
any sort of networked art/writing practice in English speaking
world(s). If you are subscribed to any list related to net.art then these
in(ter)ventions are probably familiar. mez's production includes viral
actions on various mailing lists, real time agent provocateur in IRC
and MOO environments, poster sessions at conferences,
collaborations (for example, see sky scratching with Talon Memmott)
and a list of quotations from reviews, commentary, fans, etcetera.
_mezangelle_ is ficto-criticism gone algorithmic. De-ciphering
(undoing) reveals what could be thought of as mez's bad girl writing.
Sometimes it is very funny (eek[!].o[g]nomic) in a phonetic/literal kind
of way. mez's network(s) operate as both the subject(s) and the
vehicle(s) for operatic, strident and sometimes provocative actions.
The writing (the arrangement of alphabetic letters, words and
punctuation) articulates its operations amongst: (a) the way the word
looks (making a chunky sort of texture), (b) the way it sounds
(because you probably have to ‘think’ it aloud to make it work), (c) its
instrumentality (the ghost of its meaning and what it makes now), and
(d) its point of reception (its affects). This chunky texture makes a
palpable ‘thingness’—as if the text can touch, be touched and
exchanged. Deciphering the code uncovers an array of subject
matter that includes corporate banality and power-over, subjectivity
shifts in the networked zones of email list servs and web salons and
MOO meetings, and questions of theology in the realms of biocybernetic production.
Teri Hoskin
Awards include the 2001 VIF Prize from Humboldt-Universitat,
JavaMuseum's Artist Of The Year 2001, and shortlisting for the 2001
Electronic Literature Organisation's Fiction Award. The lite version
has been selected for the finals of the First International Lite Show:
Flash and Other Low Bandwidth Media Festival. _the
data][h!][bleeding texts_ has appeared at festivals and exhibitions in
Frankfurt, Moscow, Sydney, Amsterdam and is included in
forthcoming events in Wellington (New Zealand), Athens and
Brisbane. netwurker@hotkey.net.au
Australia's new media arts: going the distance
Kathy Cleland
The environment
Is geographical isolation, internally and internationally, the reason the uptake rate for mobile
phones, computers and the internet in Australia is amongst the highest in the world? Australian
artists have been quick to incorporate new media technologies in their work, often making them
the very means, and sometimes the subjects, of their expression.
Distance has certainly been an issue for Australian new media artists. When it comes to the
exchange of ideas and visions, collaborations, exhibitions and gatherings, virtual presence still
comes a poor second to being there. Organisations and events that have allowed artists to travel
and to gather have been pivotal in developing a new media arts scene. Pioneers like Peter
Callas, Stelarc, Jill Scott, Simon Penny, Linda Dement, Jon McCormack and cyberfeminist group
VNS Matrix closed distances by quickly establishing Australia at the leading edge of artistic
experimentation with new technologies. Their travels overseas to undertake residencies and
make festival appearances were often assisted by the Australia Council, the Federal
government's arts funding and advisory body, and the Australian Film Commission (AFC).
The Australian Network for Art and Technology (ANAT), initiated in Adelaide in 1985, has played
an important strategic role in bringing artists together from across Australia as well as providing
international connections. In 1992, ANAT hosted the Third International Symposium on Electronic
Art (TISEA), held in Sydney, and has played a crucial ongoing role in training and support for
artists working with new technologies. Training has also been offered by state-based screen
culture resource organisations like Metro Screen in Sydney and the Media Resource Centre in
Adelaide. Universities have also been quick to integrate new media technologies into their fine
arts and design courses.
The development of an engaged and critical discourse through print and electronic publications
has also been an important factor in supporting emerging digital art forms in Australia. The bimonthly RealTime is published as a free street magazine and online. Its ongoing OnScreen
supplement reviews and critiques the screen-based arts. Online journals focusing on art and
technology include fineArt forum, based at Queensland University of Technology (QUT) and
Experimenta Media Arts' MESH. Print publications Artlink, Art AsiaPacific and Photofile have
published special issues on digital media. Internet lists such as ::fibreculture:: and ::recode:: are
also playing a role promoting and facilitating debate about Australian internet culture and new
media technologies. While at first glance the range and variety of coverage of new media arts
appears ample, in reality much new work still goes un-reviewed with mainstream media paying
only very occasional attention to new media arts in general.
It is also unfortunate that the Australian population's rapid uptake of new media has not inspired
major corporate investment in new technology research. Similarly, in arts funding the investment
in new media work overall is small. However, the support offered by funding bodies, ANAT,
screen culture organisations and publications is critical and has more recently included
development of new media skills in regional areas and among Indigenous artists. As well, the
exhibiting and touring of new media art has been more extensive in 2000-2001, with the vision
and commitment of curators and support from government funding bodies playing key roles. The
national touring exhibition of new media works, Cyber Cultures (2000-2001), the Space
Odysseys exhibition (Art Gallery of New South Wales and Australian Centre for the Moving
Image, 2001-2002), the hybrid<life>forms exhibition of Australian new media art in Amsterdam
along with the ACMI opening in 2002 and the digital art skills embodied in the displays in the
new National Museum of Australia, Canberra, offer hope of a more popular engagement with
and support for new media arts.
Corporate sponsorship of the arts is, unfortunately, a rarity in Australia. New media artists and
cultural organisations rely heavily on the financial support of government funding bodies. As well
as the Australia Council, the key player in new media funding, and the AFC there are also a
range of state based funding bodies such as Cinemedia (Victoria), South Australian Film
Corporation, QPIX (Queensland), FTO (New South Wales Film and Television Office) which offer
funding for screen based and new media projects.
The works
New media art is a vigorous hybrid that incorporates existing art forms and engulfs new
technological developments as soon as they come online. Including 2D digital prints, websites,
CD-ROMs, installations, digital video, sound, performance and 3D sculptural forms, new media
art is a discipline with very permeable boundaries.
In the 1990s, the AFC's Interactive Multimedia Fund played a significant role in supporting the
production of CD-ROMs and websites by artists as well as supporting screen culture
organisations. However, while the AFC has continued its support of screen culture organisations
through its Industry and Cultural Development Fund, the pool of money for experimental (ie noncommercially viable) projects in the Interactive Digital Media Program has been substantially
reduced. As a result, new media artists will be more reliant on the New Media Arts Board of the
Australia Council and funding from the states.
The internet in particular has emerged as a key area of engagement for new media artists. The
convergence of telecommunications and audio-visual and computing technologies has initiated a
new virtual arena for artistic expression and exhibition giving artists the opportunity to gain
instant and ongoing feedback from a global audience. From the online sonic explorations hosted
by r a d i o q u a l i a and l'audible to the intimate poetics of geniwate's web work, rice, and the
point and click frenzy of Ian Haig's Web Devolution, the internet supports an array of artistic
practices and sensibilities.
Screen culture organisations and contemporary art spaces provide a range of opportunities for
new media artists to exhibit and screen their work. In 1996 The Museum of Contemporary Art,
Sydney, hosted Burning the Interface, a major exhibition of international CD-ROM art. Sydneybased dLux media arts hosts two major annual events: d>art is an annual showcase of national
and international experimental film, video, animations, CD-ROM, sound and internet art;
futureScreen is an annual symposium exploring artistic, cultural and social issues surrounding
new technological developments. Experimenta Media Arts in Melbourne showcases a variety of
experimental screen based and media arts and Brisbane-based Multimedia Art Asia Pacific
(MAAP) hosts the annual MAAP festival with a focus on online art from the Asia Pacific region
accompanied by screenings, exhibitions and forums. Also in Brisbane, the Griffith University
Gallery will soon feature exhibitions highlighting the new media arts component of the Griffith
Artworks Collection. Perhaps the most significant national development is the Australian Centre
for the Moving Image (ACMI) in Melbourne, scheduled to open in 2002. Funded by the Victorian
Government's Cinemedia, ACMI will be a major centre dedicated to all forms of the moving
image including film, television and new media.
The ease with which digital media can be modified and reconfigured means that new media art
can exist in a variety of formats taking advantage of different exhibition and viewing situations.
As bandwidth increases, works that once existed only on CD-ROM, such as Linda Dement's In
My Gash and Cyberflesh Girlmonster and Patricia Piccinini's and Peter Hennessey's LUMPCD,
are now migrating to the internet.
CD-ROM and internet based works are also achieving parallel lives in gallery exhibitions
where they join other new media work living on computer hard drives or output as 2D digital
prints or even 3D sculptural objects such as Patricia Piccinini's Truck Babies. Gallery
installation allows artists to move outside the 'screen' and experiment with new configurations
in physical space. The screen image can be augmented with physical objects such as
sculptural housings and digital prints and artists can experiment with different spatial
relationships between the image, the audience and the gallery environment, moving from the
intimacy of the one-user computer terminal to multiple screens or large-scale immersive
cinematic projections with surround sound.
Anita Kocsis' digital garden Neonverte (www.anat.org.au/projects/login/anat_anita/neonverte/) is
an internet/installation hybrid. The animation component is created and exhibited online using
Macromedia Flash. The work is then 'harvested' onto video, projected onto a 3D screen with
surround sound and accompanied by a series of flashing LED lights that line the walls leading
towards the projection. Melinda Rackham's award winning web-based carrier has also been
exhibited as a gallery installation. The carrier website is data-projected onto a large screen and
accompanied by digital prints of magnified nerve cells. Continuing the medical/viral theme of the
work, a stainless steel medical trolley provides a surface for the keyboard and mouse.
While in many new media works the interactivity is of the point and click variety that
foregrounds the technological interface, in others the interface between equipment and user
becomes almost invisible. Artificial vision systems and alternative interfaces— where the
movements of the audience act as input devices—are some of the most fascinating and
engaging examples of new media installation practice.
In Dodg'em, by Martine Corompt and Philip Samartzis, audience members drive around the
gallery in two pedal cars, their movements tracked by a video camera connected to a computer.
As audience members drive into different zones of the gallery they trigger an interactive
soundscape. Garth Paine's immersive interactive sound environments
(www.activatedspace.com.au/installations) also use video sensing techniques to initiate
responses to the physical movements of people in the installation space.
Mari Velonaki, Pin Cushion
Mari Velonaki's Pin Cushion (http://mvstudio.org/) uses acupuncture needles as the interface
between audience and artwork. The needles are embedded in the digital image of a woman's
face projected onto an oval screen hanging on a wall. From the first touch of a needle each
cumulative interaction degrades the face further until it becomes increasingly monstrous and
unrecognisable. In another of Velonaki's recent works, Unstill Life, an artificial vision system is
used to track audience members' interaction with the work—they trigger responses from the
digital portrait of a reclining woman. Both pieces are collaborations with fellow artist Gary
Zebington whose own work incorporates a variety of exploratory human-machine devices such
as voice recognition.
Virtual bodies and performance
The number of artists and companies in Australia engaging with new media in performance is
considerable. They use new technologies to further the multimedia possibilities of their productions exploring the relationships between performers and between spaces actual and virtual.
In the performance work of Stelarc and Company in Space, what is magical is the relationship
between the physical and the virtual—their juxtaposition and how they interact. Seeing Stelarc's
physical body tethered by cables to computers and machines, and watching virtual projections
of his body in performances like Ping Body and Movatar, we are suspended between the real
and the virtual, simultaneously here and elsewhere. The virtual image can be seen on the
internet, by anyone, anywhere in the world, but they are only getting half the picture. Less than
half the picture, because the movement of the eyes between the virtual image of Stelarc and his
flesh body—the 'inbetween-ness' of Stelarc's simultaneous physical and virtual presences—is
where it's really at.
Company in Space's dance-technology works also explore the virtual realm as a site for
performance. Crossing geographical locations and timezones, Company in Space links dancers
in sites such as Hong Kong and Australia using a variety of technologies to enable them to
perform together in real time in a shared virtual space. The attention of both dancers and
audiences forms part of a distributed network of consciousness between the physical presence
of the individual dancers in their separate geographical locations and their combined virtual
performance. The isolation of the dancers in their physical spaces is counterpointed by the
intimacy of their interaction where bodies appear to touch and even caress. In Company in
Space's most recent work CO3, the dancers take one more step away from the flesh and into
the virtual. Wearing motion capture suits their movements animate avatars (virtual characters)
which perform together in virtual film environments.
These new forms of interaction across time and space with human and virtual participants
exemplify some of the most intriguing areas of development in the new media arts. Whether it's
a video image or an avatar bobbing around in a virtual environment, it's a 'reach out and touch
somebody' moment. With increasingly rapid advances in communications and new media
technologies, we're going to be seeing a lot more of them in the future.
*
*
*
I have mentioned only a few of the many Australian artists working in new media arts or
incorporating new technologies in their practices. However, it is clear that whatever the
constraints of distance, financial support and slow public recognition, much has been achieved.
The vision, energy and the commitment of artists continue to yield high levels of technological
and artistic invention, awards won and works regularly exhibited internationally. Recent
developments guarantee new media arts a greater presence in our own culture while Next Wave
Down Under's Under_score is one more significant step in confirming its global presence.
Australia Council www.ozco.gov.au
Australian Film Commission www.afc.gov.au
Australian Centre for the Moving Image www.cinemedia.com.au/fedsqr
Cinemedia www.cinemedia.com.au
SA Film Corporation www.safilm.com.au
FTO (NSW Film and Television Office) www.fto.nsw.gov.au
QPIX www.qpix.org.au
Australian Network for Art and Technology www.anat.org.au
dLux Media Arts www.dlux.org.au
Multimedia Art Asia Pacific www.maap.org.au
Experimenta Media Arts www.experimenta.org
MESH www.experimenta.org/mesh
fineArt forum www.fineartforum.org
RealTime www.realtimearts.net
Griffith Artworks www.gu.edu.au/centre/artworks
Media Resource Centre www.mrc.org.au
Metro Screen www.metro.org.au
::fibreculture::
http://lists.myspinach.org/cgi-bin/mailman/listinfo/fibreculture
::recode:: http://systemx.autonomous.org/recode/
Web addresses for the following can be found with their entries in this publication:
r a d i o q u a l i a, l'audible, geniwate, Patricia Piccinini, Peter Hennessey, Melinda Rackham, Ian
Haig, Linda Dement, Gary Zebington, Stelarc, Company in Space.
Kathy Cleland is an independent writer and curator specialising in new media. She is the curator of the
Cyber Cultures exhibition series <www.casulapowerhouse.com/cybercultures> and is President of dLux
media arts. She is the guest editor of Artlink, "The e-volution of new media", Volume 21, No. 3,
September 2001. www.artlink.com.au
Patricia Piccinini
Biosphere
www.patriciapiccinini.net
The recent work Car Nuggets in the Autosphere series, writes
Piccinini, "is a set of sculptures which looks at the gloss and
seduction of consumer culture through the lens of automotive
design. The idea is that these Car Nuggets are to cars what chicken
nuggets are to chickens—an aesthetically refined essentialisation of
car culture. Car Nuggets are also a critique of consumer desire, but
from the point of view of the shop floor rather than the moral high
ground. Car Nuggets are about compromise, being able to find
beauty in a world that can never be perfect. Car Nuggets GL is the
second series, similar to the original sculptures but new and
improved. While producing them I became interested in car
customisation, which I see as a distinctive and fascinating cultural
form. A suburban folk-art for the new millennium. I have brought this
into the new works, which are custom painted with flames, skulls and
state of the art 'Kameleon Kolors' [sic]."
Patricia Piccinini is based in Australia and in 2001 she had a solo
exhibition at the Tokyo Metropolitan Museum of Photography and
was included in hybrid<life>forms at the Netherlands Media Art
Institute and at the Berlin Biennale. Car Nuggets GL was
launched October 2001 in the solo exhibition One night love.
patricia@drome.com.au
Links
Patricia Piccinini's practice focuses on the changing relationship
between the 'artificial' and the 'natural' in the age of information
technology and mass communications. Her work is about finding
ways to question the extent and consequences of the naturalised
status of consumer culture and technology without disregarding their
beauty and importance. In many ways, her work is grounded in the
everyday. Biosphere includes S02, Protein Lattice, Natural Beauty,
Psycho and the Mutant Genome Project. Piccinini produces
computer-generated photographs, sculptures and installations
centering on digitisation, the Human Genome Project and on ideas of
social construction.
Under_score acknowledges
fourteen works by
Australian artists working
in a variety of new media
formats including CD-ROM,
installation and the
internet, sometimes in
intriguing combinations.
Again the body is largely
the focus of the selection,
including some remarkable
scientific forays as well as
playful and sardonic
speculations on the bodies
of the future. Stelarc and
Company in Space add a
very palpable dimension to
this interplay of real and
virtual bodies.
Justine Cooper
Scynescape and Transformers
http://justinecooper.com
One of the primary goals of Justine Cooper's work has been to
create alternate spaces of meaning through physical installations that
can be entered or engaged with. Scynescape (2000), a large mazelike installation, uses the physical presence of the audience to trigger
sound and videoscapes created from SEM (scanning electron
microscopy) animated sequences of high magnification
topographical detail from the artist's body. These render out as
geological or interstellar landscapes moving across large panels of
skin-like tensioned latex. Transformers (2001), her most recent
project, takes the genetic sequence of twelve subjects and
interweaves their signifiers of identity, both visual and oral, into a
complex layering of identity as the expression of both cultural and
scientific value systems.
Australian-born artist Justine Cooper currently lives in New York. In
2001, funded by the Australian Network for Art and Technology, she
was artist-in-residence at The American Museum of Natural History
where she worked across departments including Education,
Exhibitions and Molecular Biology. She is currently artist-in-residence
in the Lower Manhattan Cultural Council's World Views program.
mail@justinecooper.com
Oran Catts & Ionat Zurr
Martine Corompt
The Tissue Culture and Art Project
The Cute Machine
Catts and Zurr grow tissue sculptures, "semi-living" objects,
by culturing cells on artificial scaffolds in bioreactors. These
entities blur the boundaries between what is born/manufactured,
animate/inanimate and further challenge our perceptions of our
bodies and the constructed environment
http://media-arts.rmit.edu.au/martine/cm.html
Martine Corompt’s CD-ROM The Cute Machine is an exploration into
the morphology of cute characterisation and iconography and its
relationship to the biological world, seeking to analyse this "cute
ideal" by correlating it with the zoological process known as neoteny.
The Cute Machine proposes an environment where cute iconography
and user friendliness have rampantly accelerated and reduced
computer interface design to the look and sophistication of an infant
toy, while also taking the premise 'Cute = young' to the extreme. The
'Cutest' becomes an abstracted mutation of the original sentiment.
The recent work Wild Boy (http://media-arts.rmit.edu.au/martine/
cm.html) draws on the yearning and sense of loss that is the hallmark
of a good pop song, and exaggerates this sentiment by personifying
the singer as an accompanying animated singing head. This head,
without a body and presumably also without a soul, is all the more
tragic for its Frankensteinian predicament, of being "brought to life"
(via animation and song) without history, purpose or consent.
In 1999 Martine Corompt participated in the Gertrude Street
Pasadena Studio exchange program, spending 6 months as visiting
fellow at the Faculty of Art Center College of Design USA. She
lectures in Experimental Animation at Media Arts RMIT (Royal
Melbourne Institute of Technology). Wild Boy has been shown at the
Centre for Contemporary Photography, Melbourne, 2000 and Adam
Art Gallery, Wellington, New Zealand, 2001.
www.tca.uwa.edu.au
Catts and Zurr write: "In the Pig Wings project we have grown pig's
bone marrow stem cells in the shape of 3 sets of wings. We are
referring to the rhetoric associated with the developments in new
biological technologies. This hype made us wonder if pigs could fly,
and if they will, what shape their wings would take. We refer to
utopian and dystopian views in regard to a future immersed with new
biological technologies and our social responsibility in shaping such
a future. The Tissue Culture & Art Project (established 1996) is an
ongoing R&D project into the use of tissue technologies as a medium
for artistic expression. We are growing semi-living objects that
represent a contestable future."
The photograph (right) of the work Semi-Living Doll A, is described
by the artists as: "Hand-crafted worry doll made out of biodegradable
polymers and surgical sutures, and McCoy cells (epithelial cell line)
growing over/into it. The image presents the doll before and after four
weeks of cell growth. (Not to scale.) "
The Tissue Culture & Art Project brings together Oron Catts, Ionat
Zurr, Guy Ben-Ary and other collaborators on a project basis. The
work has been exhibited in Ars Electronica, Austria, 2000, Australian
Centre for Photography, Sydney, 2000, 'Transhuman' Kendardine Art
Gallery, Saskatoon, Canada,2001. oron@symbiotica.uwa.edu.au
Linda Dement
Troy Innocent
In My Gash
Iconica
www.lindadement.com
www.iconica.org/start.htm
In My Gash CD-ROM (http://sysx.org/dement/gash3.htm#) takes you into the flesh of
a depressed and dangerous girl. Four wounds are entrances to the nightmare interior
where the stories and horrors of bodily memories emerge under the cursor on screen.
Each gash leads to the black hole of despair where soundloops and suicide circle
endlessly.
Iconica (1997) is an interactive artwork and installation with two large projections that
proposes an electronic reality constructed out of language. An artificial life model is
employed to create an electronic space that evolves, grows and mutates through
interaction with itself and with gallery visitors. A mythology of media is the concept which
inspires the six distinct species of information-based lifeforms which inhabit this new
reality. The website acts as a gateway to the exhibition space. Visitors can get a glimpse
of the current state of evolution and have the opportunity to send messages to entities
within the electronic space.
Linda Dement writes that her latest work, Eurydice, "was to have been a collaborative
interactive digital work with author Kathy Acker, undertaken as part of an Australia
Council New Media Arts Fellowship. Kathy Acker died of cancer in the early stages of
our project. The starting point for the work was her story Eurydice in the Underworld,
written about her experience with breast cancer. I continued with the work, making
large still images inspired by places described in the story. The resulting seven digital
images have been output as lambda mural prints, 1 x 2.25 metres each, mounted on
aluminium." Exhibited as part of hybrid<life>forms at Netherlands Institute for Media
Art, Montevideo, Amsterdam 2001, and hybrid<life>forms@home, Australia Council
foyer, Sydney, 2001.
Linda Dement has been an exhibiting artist since 1984 with a background in fine art
photography, writing, animation and film. She now works with computer imaging and
interactivity. She is author of 3 CD-ROM titles: Typhoid Mary, Cyberflesh Girlmonster
and In My Gash. linda@dot.net.au
A new exhibition, Artefact (2001), explores the language of electronic games. The shift
in perception between the real and the simulated is explored by accentuating errors, or
"artefacts", in the representation of reality. The exhibition offers a mixed reality made of
interactive icons and an immersive environment that investigates the idea of semiotic
morphism. These works explore the dynamic between the iconic ideal and the personal
specific, duality and multiplicity, and the way in which our identity is shaped by language
and communication.
Troy Innocent has achieved international recognition for his digital media art. His work
explores the ‘language of computers’ combining computer animation, generative
systems, multimedia design, iconography and interactivity to create virtual worlds that
explore the nature of electronic space. troy@iconica.org
Graham Crawford
MirrorWound
www.queer-arts.org/y2gay/MirrorWound/index.html
Graham Crawford established Urban Exile (artoz.com), Sydney's first online art gallery,
in 1995. While maintaining the gallery, Graham has been the webmaster for a number
of commercial, community and arts-based websites, including the award-winning site
for the 1997 Sydney Gay and Lesbian Mardi Gras Festival, Cyber Cultures, Advance
Energy and Gayguys, the youth website of the Australian Federation of AIDS
Organisations. He is currently the Corporate Website Producer and lead Flash
Developer for The Solution 6 Group, a leading provider of IT solutions for business,
government and professional advisors.
Tool2.b was included in the Screenarts online archive, touring as part of Australian
Network for Art and Technology's Foldback exhibition. Graham Crawford's Flash
animation series, MirrorWound, is one of 4 artworks selected for the 2nd annual Net
Art exhibition Y2Gay: QueerVisions of the Millennium (www.queer-arts.org) and was
exhibited at the Sydney Powerhouse Museum as part of dLux media arts' futureScreen 99.
Anna Munster
wundernet
http://wundernet.cofa.unsw.edu.au/
wundernet is an online artwork that plays with the visual metaphor
of a baroque curiosity cabinet (from the experimental interactive
CD-ROM work-in-progress, wunderkammer). The possibility
arises for an expansive and affective relationship between the arts
and sciences through the passion of wonder.
Anna Munster is a media artist who works across time-based
intermedia, digital art and writing. She also lectures in the School
of Art History and Theory at the College of Fine Arts, University of
New South Wales. wundernet appeared in dLux media arts'
d<art01, Sydney, 2001 and will be in Feast Festival, Adelaide
(forthcoming 2001). A.Munster@unsw.edu.au
VNS Matrix
http://sysx.org/vns/
From 1991-1997, the artists Josephine Starrs (http://sysx.org/starrs),
Julianne Pierce (http://sysx.org/jules), Francesca Da Rimini
(http://sysx.org/gashgirl) and Virginia Barratt comprised VNS Matrix.
They created installations, events and public art works in Australia
and internationally.
With backgrounds in photography, film, video, music, performance,
writing, feminism and cultural theory, VNS Matrix coined the term
'cyberfeminism' along with Sadie Plant in the early 1990s. The
impetus of VNS Matrix was to investigate and decipher the narratives
of domination and control which surround high technological culture,
and explore the construction of social space, identity and sexuality in
cyberspace. The project which they pursued was one of debunking
the masculinist myths which might alienate women from
technological devices and their cultural products. They believed that
women who hijack the tools of domination and control introduce a
rupture into a highly systematised culture by infecting the machines
with radical thought, diverting them from their inherent purpose of
linear topdown mastery.
An original html archive of VNS Matrix projects can be found at
http://sysx.org/vns
Michele Barker
Præternatural
www.liquiddna.com
The CD-ROM Præternatural ranges through the 17th century to
the present, exploring the role of the monster and the relationship
of genetics to corporeality. It is not designed to be a textbookaccurate historical and contemporary account of the monstrous,
but a critical genealogy based on myth, perception and the
concerns of a given society at a given time. It is designed to
critique contemporary attitudes to physical acceptability.
Michele Barker has been working in the area of digital media for
over a decade, exhibiting extensively in Australia and overseas,
and recently completing the interactive CD-ROM, Præternatural.
She is presently completing a PhD that addresses notions of
corporeality and otherness within the paradigms of medicine and
science. Michele is the Digital Media Lecturer for the Photomedia
Department at the College of Fine Arts, University of New South
Wales. Præternatural has been shown in Milia 2000, Cannes,
hybrid<life>forms, Amsterdam, d>art01, Sydney, and will show at
Feast Festival, Adelaide, ::contagion::, New Zealand Film Archive,
Wellington, and Experimenta 2001 Media Lounge, Melbourne.
M.Barker@unsw.edu.au
Lloyd Sharp
www.chickenfish.cc
Lloyd Sharp writes: "My art activities entail a fascination with
the interrelationship between biology, identity and imaging
technologies. Conscious of contemporary theoretical debates
about fluid identities, cyborg bodies and transgendered beings,
the imagery, soundscapes, scale, perspective and structural
metaphors I explore concepts of self and community. My interest
is not in reconstituting psychological discourses of self, but in
creating new ways of visualising the body. Whilst I draw upon
contemporary medical imaging techniques and an interest in
prosthetics, I seek to redefine the body as a sensual space, where
the scientific gaze is exposed as an imaginary one. Moving from
an earlier interest in live performance, I see my (primarily)
interactive art works as fluid, performative representations of my
body. 3D technologies (including form synthesis and VRML) allow
me to explore a wide range of scales, however the images,
sounds, memories, and emotions that inform my work still involve
a rendering of my body as art. The above image is from a SONY
Playstation-based project I'm working on called nano entities."
lsharp@ozemail.com.au
Drome
LUMPCD
www.lumpcd.com
Drome is a new media design company founded by Peter
Hennessey with Patricia Piccinini in 1995. Recently Drome adapted
one of Piccinini's creations, LUMP, for CD-ROM. Piccinini writes
that LUMP "comes from my on-going The Mutant Genome Project
(TMGP), a series of computer-generated photographs and new
media installations that explore issues relating to genetic
engineering and 'consumer medicine'. Recurring throughout the
TMGP work is LUMP (Lifeform with Unevolved Mutant Properties)
which is presented as the world's first commercially available
'designer baby.' LUMP is the human form completely redesigned
by an engineer and an ad agency; physiognomically efficient and
marketably cute...a cypher via which I can subtly introduce
narratives that touch on IVF, genetic research and medical
marketing."
Company in Space
CO3
www.companyinspace.com
This new performance work by the Melbourne based dance-technology team, Company in Space, is a
merging of live cinema, animation and dance performance facilitated by cutting edge technology. CO3
features two living organisms that have given their consent to be interfaced with state of the art motion
capture apparatus. Engaging in the same computer generated space in real time, the relationship between
the cybernetic and the organism can only be described as one of distrust. A choice is looming, but which
direction to take? Animators and interactive computer designers Marshall White, Miriam English, Keith
Robertson and John McCormick have created 3D environments for the virtual characters, driven by the
movement data created by performers Hellen Sky and Keith Robertson.
Founded by co-directors John McCormick and Hellen Sky, Company in Space has consistently pioneered
applications of new technology to movement in a number of new media formats including live performance
installations, video and interactive virtual spaces accessible from anywhere in the world. In 2000 Escape
Velocity and Trial by Video were featured in international festivals such as the Dare to Dream arts rave and
performance exhibition in Hong Kong, new moves (new territories) 2000 dance event in Glasgow, and the
Dutch Electronic Art Festival in Rotterdam. Incarnate opened the Digital Now 2001 Festival in Hong Kong.
CO3 had its world premiere at Interact 2001 Asia Pacific Multimedia Festival, Melbourne.
cis@companyinspace.com
Drome is currently working with Gideon Obarzanek from Chunky
Move dance company on Biopsy, a major piece commissioned by
Cinemedia for the Australian Centre for the Moving Image opening
in Melbourne in 2002. Biopsy is a new media dance installation
that allows viewers to interact with and create choreography
through video projection and an evolving audio environment. For
the same company Drome created the CD-ROM, Making Chunky
Move (1999), which it has adapted for internet access for Next
Wave Down Under.
Peter Hennessey is an artist and designer whose work
encompasses architectural ideas of space, electronic installation
practice and interactive media. He has worked with many
commercial clients and arts organisations. Drome aims to
combine a spirit of experimentation with technical expertise to
produce works which investigate the boundaries between media,
arts and design. Since 1999 Drome has been working closely with
Cinemedia, the Victorian state government's film and new media
funding body, on various projects for Melbourne's Federation
Square including 3D visualisation, web design and multimedia
production.
Stelarc
Movatar
www.stelarc.va.com.au
Stelarc has performed with a Third Hand, a Virtual Body
and a Stomach Sculpture. He recently completed
Exoskeleton, a pneumatically powered 6-legged walking
machine actuated by arm gestures. In Movatar (2000), he
is manipulated by an avatar via the net and through an
exoskeleton controlling his upper body movements.
During these performances, live images are uploaded
and samples are archived for viewing.
Stelarc is an Australian-based performance artist whose
work explores and extends the concept of the body and
its relationship with technology through human/machine
interfaces incorporating the web, sound, music, video
and computers. He has performed extensively in Japan,
Europe and the USA in dance festivals, new music and
experimental theatre works. He was appointed Honorary
Professor of Art and Robotics, Carnegie Mellon
University, Pittsburgh in 1997. Stelarc is currently
Principal Research Fellow in the Performance Arts digital
Research Unit at Nottingham Trent University UK.
net.sound
In the predominantly visual
worlds of new media arts,
sound has played a key role,
not only as a supporting
medium, but in its own right.
This is partly because the
new media sensorium allows
a new focus on sound, partly
because transmission is no
longer limited by state and
corporate control, and
because a growing number of
sound artists and listeners
find it to be the most
imaginative and provocative
of virtual spaces. The
Under_score selection
includes two innovative
online broadcasters plus
sound works from The
Listening Room, the
Australian Broadcasting
Corporation's award winning
sound art program.
radioqualia
www.radioqualia.net
Launched in 1998 and directed by Honor Harger and Adam Hyde, r a d i o q u a l i a is an online art
collaboration aiming to open an electronic portal into the eccentricities of radio space. Using various
streaming softwares, the artists experiment with the concept of broadcasting using the internet and
traditional media forms, such as radio and television, as primary tools. The Frequency Clock
(www.frequencyclock.net) is a multi-platform system which enables users to timetable webcasting
content for broadcast on the internet and on FM radio. r a d i o q u a l i a are currently researching how
this system can be used to create a hybrid of webcast video and television. A version of this project has
been exhibited as a gallery installation at the Experimental Art Foundation in Adelaide, Ars Electronica in
Linz, Austria, Video Positive in Liverpool, UK and Sonar in Barcelona, Spain.
r a d i o q u a l i a’s website or projects have featured in events in Germany, Spain, USA, UK, Latvia,
Austria, Japan, Italy, Canada, The Netherlands and Greece. Finalist, Art on the Net, Machida City
Museum of Graphic Arts, Tokyo, Japan, 1998. radioqualia@va.com.au, honor@va.com.au,
adam@xs4all.nl
http://laudible.net
Launched in 1997, l'audible is an expanding
archive of audio created by Australian and New
Zealand producers and maintained by artists
Zina Kaye, Mr. Snow and caleb.k. The site
holds examples of audio from over 70 artists
including RealAudio material by Minut,
Parmentier, David Haines, Joyce Hinterding and
Pitch Black. The work focuses on new and
experimental sound production, is situated in
the area of contemporary experimental digital
audio and covers a range of (sub)genres within
this framework. The site is a node in the vibrant
sonic scene in Australia/NZ, part of a loose
network of audio producers working in a
localised and international environment. The
internet based archive makes the audio
available free to an international audience who
are starting to discover the quality of sound
being produced in this part of the world.
l'audible has participated in Ars Electronica,
Linz 1997; hybrid<life>forms, Amsterdam,
2001; ::contagion::, NZ Film Archive,
Wellington 2001. laudible@laudible.net
more...
l'audible
Australia's new media
artists
Under_score is a small selection from the many
artists working with new media in Australia. Here is
a list of other notable practitioners working in a
variety of forms—CD-ROM, video, sound, online,
installation and permutations of these.
The Listening Room
The Australian Broadcasting Corporation’s The
Listening Room is the long running, awardwinning sound art program heard on the ABC's
Classic FM station (www.abc.net.au). From the
program's archives Under_score curator Wayne
Ashley has made a selection of works for
streaming. The program includes leading sound
artists and composers whose work ranges from
radio to CD to collaborations with Australian
performance and dance companies.
In 1994-95 The Listening Room commissioned
and produced 3 minute productions in the form
of audio clips, each the length of a pop song
with all the ingenuity and imagination and
technique applied to the program's radiophonic
production. From the Audioclips Series come:
The Last Chances of Johnny Zhivago by Paul
Charlier & Susan Kerrigan; Last Known Resting
Place by Peter Breuer & Eryn Tooey; Letter To A
Future Place by Cathie Payne; and A Course in
Camel by Paul Smyth.
Keith Armstrong; Arterial; Robyn Backen; Kathryn
Bird; Rebecca Bryant; Linda Carroli & Josephine
Wilson; Damian Castaldi; Leon Cmielewski &
Josephine Starrs; Daniel Crooks; Paula Dawson;
Denis del Favero with Tony MacGregor; Kiersty
Garbett; Phillip George; Michelle Glaser, Andrew
Hutchinson; Marie-Louise Xavier; Nigel Helyer;
Joyce Hinterding & David Haines; Teri Hoskin;
Megan Heyward; Stephen Jones; Zina Kaye; Horst
Kiechle; Anita Kocsis; Derek Kreckler; Mike
Leggett; John Lycette; Rainer Linz; kaz madigan;
Wade Marynowsky; Katherine Mew; Fiona
Macdonald; John McCormack; Norie Neumark &
Maria Miranda; Tatiana Pentes; Debra Petrovich;
Robin Petterd; Sally Pryor; Dominic Redfern, Kate
Richards & Ross Gibson; Lisa Roberts; David
Rosetzky; Alyssa Rothwell; Philip Samartzis;
Robyn Stacey; Paul Thomas; Suzanne Treister;
James Verdon, Martin Walch; Linda Wallace;
Mitchell Whitelaw; Vikki Wilson & Erin Hefferon;
Garth Paine; Sophea Lerner; Shiralee Saul; Lynette
Wallworth; Sarah Waterson.
From Earshots! (1997) comes Arcana from Lost
Cults - Vol.1 No l. (the cult of the vapour trail) by
Shaun Rigney; Here's to the death of one over f
by Darrin Verhagen; Organic Reflections (a
snapshot of Rod Berry) by Solange Kershaw;
Polski Organics (shipboard jollies) by David
Thrussell; and Blas na gaeilge by Tim Gleeson.
Performing with new media
Also selected for broadcast is the 20 minute,
1995 work, Vanishing Point, by Ion Pearce.
Arena Theatre Company; Art Dragon; Arterial;
Australian Dance Theatre; Back to Back Theatre;
Denis Beaubois; Cazerine Barry; Bonemap; Kate
Champion; Company in Space; Tess De Quincey;
Doppio Para//ello; Tim Gruchy; IRAA Theatre; Sam
James; John McCormick; The Men Who Knew Too
Much; Margie Medlin; Party Line; Deborah Pollard;
transmute collective; Marrageku Company; PACT
Youth Theatre; Anna Sabiel; skadada; Stelarc;
Louise Taube; Trash Vaudeville.
Streaming: www.bam.org/underscore
More and more performance and dance companies
are integrating new media into their work in
collaboration with leading new media artists. This
list comprises just a few of these innovators.
For websites for these and other artists
go to RealTime’s New Media Index
www.realtimearts.net
net.documentary
Making Chunky Move
BAM's web documentaries
BAM has commissioned Australian new media company
Drome to rework their 1999 CD-ROM Making Chunky Move:
C.O.R.R.U.P.T.E.D 2 for the internet. The web work explores how one
of Australia’s most exciting contemporary dance companies created
the dance work C.O.R.R.U.P.T.E.D 2, which will have its American
premiere at BAM during the 2001 Next Wave Festival. The
documentary follows the company from the germ of an idea to the
stage, behind the scenes and beyond, with snapshot interviews with
the key players, dancers, creative collaborators and other cultural
identities as well as unique virtual 3D segments, sound bites, and
extensive video footage.
As part of BAM’s expanding activities in new media, its website has
begun hosting a series of web documentaries about some of the
festival's artists. These documentaries simultaneously educate new
audiences about BAM’s Next Wave programming, create new ways
of understanding the art-making process, and further define BAM as
an institution consciously and critically investing in new media. BAM
have produced a documentary on choreographer David Rousséve
and have licensed another on director Robert Wilson. The most
recent project, an online interactive work based on choreographer
Ralph Lemon, transforms Lemon’s travel journals, dramaturgical
notes, musings, and rehearsal videos into a compelling new piece for
the internet.
Since its establishment in 1995 by Artistic Director Gideon
Obarzanek, the Melbourne-based Chunky Move has positioned itself
as Australia’s boldest dance company, challenging pre-conceptions
about contemporary dance and presenting provocative works which
engage with contemporary culture. Working across all forms of
media with a range of artists in dance, music, design, fashion and
film, the company’s work is audacious and rich in humour.
Associate artists, photographers, funding bodies, sponsors
Francesca Da Rimini, dollspace & los dias y las noches del muertos, sound by Michael Grimm, Australia Council; John Tonkin, meniscus &
Prototype for a Universal Ideology, Australia Council; Paul Brown, Time Based Art, Australia Council, The Centre for Computational Neuroscience
and Robotics (CCNR), School of Cognitive and Computing Sciences, University of Sussex, England, Kim Machan, Art Rage; geniwate, rice, Australia
Council, Media Resource Centre, South Australia; Mez, _the data][h!][bleeding texts_, Wollongong City Gallery's 2001 Artist-In-Residency
sponsored by Connelly Temple; Melinda Rackham, carrier, sound Damien Everett, java John Tonkin, Damien Everett, ©Melinda Rackham/Viscopy,
Australia Council; Melinda Rackham, empyrean, sound Mitchell Whitelaw, additional scripting and modelling Horst Keichle, College of Fine Arts,
UNSW, Vislab, Sydney, Australia Council, Banff Center for the Arts Canada; Ian Haig, Web Devolution, with Philip Samartzis, Australia Council,
Australian Film Commission; r a d i o q u a l i a, Australia Councill, South Australian Government through Arts SA, Virtual Artists Pty Ltd; Anna
Munster, wundernet, with assistance from Nigel Kersten, Faculty Research Grant, University of New South Wales; Company in Space, CO3—Live
Virtual Reality Performance, co-directors John McCormick & Hellen Sky, animator, virtual world builder Miriam English, composer Garth Paine,
composer David Franske, animation Marshall White, Keith Robertson, lighting Nik Pajanti, photographer Jeff Busby, Australia Council, Cinemedia
Digital Media Fund, Corporate GVT Global Videoconferencing Technologies, RMIT Interactive Ideas Incubator; Justine Cooper, Transformers,
Australian Network for Art and Technology, Department of Foreign Affairs and Trade; Linda Dement, Australia Council New Media Arts Fellowship
1999-2000; Oron Catts, Ionat Zurr & Guy Ben-Ary, The Tissue Culture & Art Project, 'Semi-Living Doll A' photographer Ionat Zurr, Australia Council,
residency in The Tissue Engineering & Organ Fabrication, Massachusetts General Hospital, Harvard Medical School, funding for the original
installation by Ars Electronica, Department of Anatomy and Human Biology, University of Western Australia; Patricia Piccinini, Biosphere, photo
Protein Lattice - blue portrait, 80 x 80 cm C type print, 1997, Patricia Piccinini, Car Nuggets - they are good for you, 3 pieces each 90 x 80 x 80
cm, high density polystyrene and automotive paint, 1998, sponsor House of Kolor, Arts Victoria; Troy Innocent, Artefact, with Ollie Olsen, James
Sofra; Drome, LUMPCD, Nursery, Patricia Piccinini, Peter Hennessey, CD–ROM; Stelarc, Movatar, Casula Powerhouse Arts Centre, 2000, photo
Heidrun Löhr.
The OnScreen film and new media supplement to RealTime is funded by the Australian Film Commission, FTO (NSW Film & Television Office) and
the Australia Council, the Federal government’s arts funding and advisory body.
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Fax (07) 3392 2314
www.qpix.org.au
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